http://dbd.game/killswitch
Killer Perk Changes! [Concepts]
I already made a first post regarding some ideas I had for a few survivor perk changes, so I figure I may as well put my thoughts out for a few killer perk changes as well!
Predator [Buff] - In its current state, Predator is at best a convinience, since it only condenses the scratchmarks which is only nice to have. To better justify this perk using a full slot for the slight convenience, I believe the perk might benefit from a small additional buff of adding 1/1.5/2 seconds of scratch marks lingering, to justify its use, as it once used to previously extend scratchmark durations. May need to be taken with some salt though, as I haven't totally thought of how this might affect game balancing. It would also become more akin to the other side of the same coin Lightweight is on, as is such with perks like Windows / Zanshin.
Bloodhound [Buff] - In my opinion, I find this perk to be somewhat nice to use. Especially now that maps are being updated graphically, the new floor textures allow for regular blood to be seen much more plainly, aiding in it's intended feature of being tracked as opposed to blending in with the dirt and mud. However, in dense grassy environments and especially older grass clusters, blood pools - even when lit up - can be hard to see, and as such, I feel like increasing the size of blood pools would possibly benefit the killer.
Stridor [Buff] - If you don't use headphones, regular breathing from survivors is almost impossible to hear, especially on console players who use their TV volume and cannot hear the surrounding directional audio cues nearly as well. I think increasing the regular breathing volume to maybe 50% would benefit this perk at tier 3, to better alleviate the cases where someone cannot hear the directional audio - as an Xbox player myself, In my two years of playing I have almost never once heard breathing from survivors without headphones. This is more of a service to console players, but also better increases its value for possible tracking-focused players.
Hex: The Third Seal [Buff] - As it currently is, Third Seal is perfectly functional and serves its purpose. Being blinded and not being able to see downed survivors for spacial awareness, as well as not being able to locate hooked survivors if you are not looking, makes it very difficult to plan altrustic plays, and fits nicely into some builds. I do think however that the perk needs just a slight oomph in the right direction, and as such, I also think adding the oblivious status effect on top of the blindness status effect would create a very interesting flavor and a dynamic against Hex: Retribution: Instead of being advised to NOT cleanse totems in fear of the oblivious status effect, you need to seek out the totems to remove the oblivious status effect. Disregarding spatial awareness, not being able to get an audio warning of the impending killer on top of losing altruistic insight would make this perk's high risk / high reward more apparent. However, this may be too powerful, and these effects may need to be placed on a timer, such as perhaps 90-120 seconds per status effect per hit at tier 3? This would also give players a more apparent reason to use Vigil. This may be the most radical idea I propose, so I hope I won't recieve much backlash for this concept! :,)
Overwhelming Presence [Buff] - I hardly ever see this perk besides on Adept Doctor players, so solely out of a desire to see this unique type of perk be used, I suggest that the perk have a global effect, such that the mere presence of the perk introduces a permanent debuff to all items used within the match. This is including items brought in, and items found in the trial. Obviously, the debuff would need to be greatly decreased, but this would apply the use of the perk to much more situations, making survivors more cautious about using toolboxes, or perhaps creating a need to search other survivors out if a medkit cannot provide for a full heal.
Overcharge [Buff] - Although useful on beggining survivors, or console players due to framerate and performance issues, it still lacks power for medium-high experienced survivors who can hit these skillchecks with ease after the first initial surprise. I believe a more adequate buff would be to make the tiers feature 1/2/3 difficult skill checks, to greater widen the margin of focus a survivor needs on the generator, making it contain more locating prowess. I also do wonder, although uncertain, how Overcharge would fare if it were to be applicable with Surge and Oppresion and the likes.
Beast of Prey [Rework] - Bloodlust, with obvious exceptions like god loops and windows, is an indicator that your chase is failing and a needed boost is required. With the questionable future of bloodlust in mind, I propose both a suggestion with and without a bloodlust feature. For bloodlust, I perhaps suggest that your next action be boosted in speed similar to how Fire Up works. Perhaps once you attain bloodlust, your next breaking / vaulting action has increased speeds, but not to the point where it alleviates the use for Brutal Strength or Bamboozle, on top of the aded undetectable status effect granted. This is a bit weird, but an idea nonetheless. For a mechanic where the bloodlust feature gets removed, I suggest this: Beast of Prey will inflict the incapacitated AND deep wound status effect on you when hit after a certain amount of time spent in a chase. This means that if the chase goes for too long, should the survivor escape, they cannot work on generators or heal until they have been healed by another to the healthy state, on top of the needed mending. It would also darken their screen, servicing the perks flavor of the killer becoming unhinged momentarily.
Territorial Imperative [Buff] - Although nice for basement builds, this perk is extremely niche, and missable too. You do get a notification when it activates, but when you are far away - which is when the perk activates - it may be too late to do anything, especially if you are defending generators and chasing survivors. To make Territorial Imperative really punishing, I suggest this - make it so that Territorial Imperative will TRAP a survivor in the basement, like a Blood Warden barrier over the entrance to the basement, and possibly adding a little Cruel Limits flavor perhaps by blocking close-by pallets and windows for shack and main-building occasions. This would REALLY punish a survivor for exploring the basement, and give the killer a great opportunity to secure a chase, perhaps even a down. A lengthy cooldown or a one=time use may be in order for balance.
Knock Out [Buff] - Although minor, I believe adding the incapacitated status effect to Knock Out until you are healed would better serve to add to the perk's flavor, also providing a small punish for escaping a downed situation and needing the aid of others.
Remember Me [Buff] - Although changed to contend with the addition of the End Game Collapse, I believe that adding an additional token spot would help this perk find some use in the Entity's realm once more, bringing the gate speeds up to a full 2x time requirement to open. Similarly, perhaps having the perk affect the obsession alongside non-obsessions would give the perk full usage for its limited case scenario.
Coulrophobia [Buff] - As mentioned with overwhelming presence, I think reducing the perk's effectiveness while making its effects global would greatly service its usage.
Iron Maiden [Buff] - Although I know the perk is slated to recieve an update soon, I think increasing the exposure effect to a full minute would put it on par with other exposure perks that put you at notable risk and give the killer time to seek you out, such as Make Your Choice and Dragon's Grip.
Gearhead [Buff] - This perk is also slated to recieve some changes, but I personally think either restoring it's past 45 second PTB timer and/or restoring great skill check triggering would prove quite useful for this perk.
Forced Penance [Buff] - Although it already recieved a buff, I think to truly make this perk hurt, the broken status effect should be permanent until hooked, as well as applying the hindered status effect for a varaible amount of time per tier level, making taking protection hits a great threat for it's rarer occurences.
Hex: Blood Favor [Buff] - As it is, the perk does not reach a great range, and upholds the pallet to a degree that, while may cancel a single loop, also falls short in situations where the survivor runs through the pallet, or runs around a greater area back to the pallet when the timer would expire. I think increasing the range to 20 meters would better justfy the perk's use as a Hex, as well as perhaps slightly increasing the time that the perk holds back the pallets, and/or reducing the cooldown slightly. I very, very much would love to see this perk be used more, as it is so unique and interesting.
Let me know your thoughts and opinions! I am always open for feedback and further ideas.
Comments
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Good ideas, nice. But the devs are never going to see this post, like always :(
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